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2,942篇论文匹配“Robotics”
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Theory/Game Theory

Ioannis Anagnostides, Tuomas Sandholm

Computational tractability and social welfare (aka. efficiency) of equilibria are two fundamental but in general orthogonal considerations in algorithmic game theory. Nevertheless, we show that when (approximate) full efficiency can be guaranteed via a smoothness argument a la Roughgarden, Nash equilibria are approachable under a family of no-regret learning algorithms, thereby enabling fast and decentralized computation. We leverage this connection to obtain new convergence results in large games---wherein the number of players $n \gg 1$---under the well-documented property of full efficiency via smoothness in the limit. Surprisingly, our framework unifies equilibrium computation in disparate classes of problems including games with vanishing strategic sensitivity and two-player zero-sum games, illuminating en route an immediate but overlooked equivalence between smoothness and a well-studied condition in the optimization literature known as the Minty property. Finally, we establish that a family of no-regret dynamics attains a welfare bound that improves over the smoothness framework while at the same time guaranteeing convergence to the set of coarse correlated equilibria. We show this by employing the clairvoyant mirror descent algortihm recently introduced by Piliouras et al.

Theory/Game Theory

Ioannis Anagnostides, Ioannis Panageas, Gabriele Farina, Tuomas Sandholm

Most of the literature on learning in games has focused on the restrictive setting where the underlying repeated game does not change over time. Much less is known about the convergence of no-regret learning algorithms in dynamic multiagent settings. In this paper, we characterize the convergence of optimistic gradient descent (OGD) in time-varying games. Our framework yields sharp convergence bounds for the equilibrium gap of OGD in zero-sum games parameterized on natural variation measures of the sequence of games, subsuming known results for static games. Furthermore, we establish improved second-order variation bounds under strong convexity-concavity, as long as each game is repeated multiple times. Our results also apply to time-varying general-sum multi-player games via a bilinear formulation of correlated equilibria, which has novel implications for meta-learning and for obtaining refined variation-dependent regret bounds, addressing questions left open in prior papers. Finally, we leverage our framework to also provide new insights on dynamic regret guarantees in static games.

Applications/Everything Else

Jialv Zou, Xinggang Wang, Jiahao Guo, Wenyu Liu, Qian Zhang, Chang Huang

As the size of circuit designs continues to grow rapidly, artificial intelligence technologies are being extensively used in Electronic Design Automation (EDA) to assist with circuit design.Placement and routing are the most time-consuming parts of the physical design process, and how to quickly evaluate the placement has become a hot research topic. Prior works either transformed circuit designs into images using hand-crafted methods and then used Convolutional Neural Networks (CNN) to extract features, which are limited by the quality of the hand-crafted methods and could not achieve end-to-end training, or treated the circuit design as a graph structure and used Graph Neural Networks (GNN) to extract features, which require time-consuming preprocessing.In our work, we propose a novel perspective for circuit design by treating circuit components as point clouds and using Transformer-based point cloud perception methods to extract features from the circuit. This approach enables direct feature extraction from raw data without any preprocessing, allows for end-to-end training, and results in high performance.Experimental results show that our method achieves state-of-the-art performance in congestion prediction tasks on both the CircuitNet and ISPD2015 datasets, as well as in design rule check (DRC) violation prediction tasks on the CircuitNet dataset.Our method establishes a bridge between the relatively mature point cloud perception methods and the fast-developing EDA algorithms, enabling us to leverage more collective intelligence to solve this task. To facilitate the research of open EDA design, source codes and pre-trained models are released at https://github.com/hustvl/circuitformer.

Reinforcement Learning

Kang Xu, Chenjia Bai, Xiaoteng Ma, Dong Wang, Bin Zhao, Zhen Wang, Xuelong Li, Wei Li

Generalizing policies across different domains with dynamics mismatch poses a significant challenge in reinforcement learning. For example, a robot learns the policy in a simulator, but when it is deployed in the real world, the dynamics of the environment may be different. Given the source and target domain with dynamics mismatch, we consider the online dynamics adaptation problem, in which case the agent can access sufficient source domain data while online interactions with the target domain are limited. Existing research has attempted to solve the problem from the dynamics discrepancy perspective. In this work, we reveal the limitations of these methods and explore the problem from the value difference perspective via a novel insight on the value consistency across domains. Specifically, we present the Value-Guided Data Filtering (VGDF) algorithm, which selectively shares transitions from the source domain based on the proximity of paired value targets across the two domains. Empirical results on various environments with kinematic and morphology shifts demonstrate that our method achieves superior performance compared to prior approaches.

Reinforcement Learning

Stephen McAleer, Gabriele Farina, Gaoyue Zhou, Mingzhi Wang, Yaodong Yang, Tuomas Sandholm

Recent algorithms have achieved superhuman performance at a number of two-player zero-sum games such as poker and go. However, many real-world situations are multi-player games. Zero-sum two-team games, such as bridge and football, involve two teams where each member of the team shares the same reward with every other member of that team, and each team has the negative of the reward of the other team. A popular solution concept in this setting, called TMECor, assumes that teams can jointly correlate their strategies before play, but are not able to communicate during play. This setting is harder than two-player zero-sum games because each player on a team has different information and must use their public actions to signal to other members of the team. Prior works either have game-theoretic guarantees but only work in very small games, or are able to scale to large games but do not have game-theoretic guarantees. In this paper we introduce two algorithms: Team-PSRO, an extension of PSRO from two-player games to team games, and Team-PSRO Mix-and-Match which improves upon Team PSRO by better using population policies. In Team-PSRO, in every iteration both teams learn a joint best response to the opponent's meta-strategy via reinforcement learning. As the reinforcement learning joint best response approaches the optimal best response, Team-PSRO is guaranteed to converge to a TMECor. In experiments on Kuhn poker and Liar's Dice, we show that a tabular version of Team-PSRO converges to TMECor, and a version of Team PSRO using deep cooperative reinforcement learning beats self-play reinforcement learning in the large game of Google Research Football.

Reinforcement Learning/Inverse

Konwoo Kim, Gokul Swamy, ZUXIN LIU, DING ZHAO, Sanjiban Choudhury, Steven Wu

Regardless of the particular task we want to perform in an environment, there are often shared safety constraints we want our agents to respect. For example, regardless of whether it is making a sandwich or clearing the table, a kitchen robot should not break a plate. Manually specifying such a constraint can be both time-consuming and error-prone. We show how to learn constraints from expert demonstrations of safe task completion by extending inverse reinforcement learning (IRL) techniques to the space of constraints. Intuitively, we learn constraints that forbid highly rewarding behavior that the expert could have taken but chose not to. Unfortunately, the constraint learning problem is rather ill-posed and typically leads to overly conservative constraints that forbid all behavior that the expert did not take. We counter this by leveraging diverse demonstrations that naturally occur in multi-task setting to learn a tighter set of constraints. We validate our method with simulation experiments on high-dimensional continuous control tasks.

Applications/Robotics

Tianyi Chen, Qidi Wang, Zhen Dong, Liwei Shen, Xin Peng

Program synthesis aims to automatically generate an executable program that conforms to the given specification. Recent advancements have demonstrated that deep neural methodologies and large-scale pretrained language models are highly proficient in capturing program semantics.For robot programming, prior works have facilitated program synthesis by incorporating global environments. However, the assumption of acquiring a comprehensive understanding of the entire environment is often excessively challenging to achieve.In this work, we present a framework that learns to synthesize a program by rectifying potentially erroneous code segments, with the aid of partially observed environments. To tackle the issue of inadequate attention to partial observations, we propose to first learn an environment embedding space that can implicitly evaluate the impacts of each program token based on the precondition. Furthermore, by employing a graph structure, the model can aggregate both environmental and syntactic information flow and furnish smooth program rectification guidance.Extensive experimental evaluations and ablation studies on the partially observed VizDoom domain authenticate that our method offers superior generalization capability across various tasks and greater robustness when encountering noises.

Applications/Neuroscience, Cognitive Science

Xiaoran Hao, Yash Jhaveri, Patrick Shafto

Cooperative communication plays a fundamental role in theories of human-human interaction--cognition, culture, development, language, etc.--as well as human-robot interaction. The core challenge in cooperative communication is the problem of common ground: having enough shared knowledge and understanding to successfully communicate. Prior models of cooperative communication, however, uniformly assume the strongest form of common ground, perfect and complete knowledge sharing, and, therefore, fail to capture the core challenge of cooperative communication. We propose a general theory of cooperative communication that is mathematically principled and explicitly defines a spectrum of common ground possibilities, going well beyond that of perfect and complete knowledge sharing, on spaces that permit arbitrary representations of data and hypotheses. Our framework is a strict generalization of prior models of cooperative communication. After considering a parametric form of common ground and viewing the data selection and hypothesis inference processes of communication as encoding and decoding, we establish a connection to variational autoencoding, a powerful model in modern machine learning. Finally, we carry out a series of empirical simulations to support and elaborate on our theoretical results.

Theory/Game Theory

Brian Zhang, Gabriele Farina, Ioannis Anagnostides, Federico Cacciamani, Stephen McAleer, Andreas Haupt, Andrea Celli, Nicola Gatti, Vincent Conitzer, Tuomas Sandholm

We introduce a new approach for computing optimal equilibria via learning in games. It applies to extensive-form settings with any number of players, including mechanism design, information design, and solution concepts such as correlated, communication, and certification equilibria. We observe that optimal equilibria are minimax equilibrium strategies of a player in an extensive-form zero-sum game. This reformulation allows to apply techniques for learning in zero-sum games, yielding the first learning dynamics that converge to optimal equilibria, not only in empirical averages, but also in iterates. We demonstrate the practical scalability and flexibility of our approach by attaining state-of-the-art performance in benchmark tabular games, and by computing an optimal mechanism for a sequential auction design problem using deep reinforcement learning.

Reinforcement Learning

Thomas Schmied, Markus Hofmarcher, Fabian Paischer, Razvan Pascanu, Sepp Hochreiter

Reinforcement Learning (RL) has been successful in various domains like robotics, game playing, and simulation. While RL agents have shown impressive capabilities in their specific tasks, they insufficiently adapt to new tasks. In supervised learning, this adaptation problem is addressed by large-scale pre-training followed by fine-tuning to new down-stream tasks. Recently, pre-training on multiple tasks has been gaining traction in RL. However, fine-tuning a pre-trained model often suffers from catastrophic forgetting. That is, the performance on the pre-training tasks deteriorates when fine-tuning on new tasks. To investigate the catastrophic forgetting phenomenon, we first jointly pre-train a model on datasets from two benchmark suites, namely Meta-World and DMControl. Then, we evaluate and compare a variety of fine-tuning methods prevalent in natural language processing, both in terms of performance on new tasks, and how well performance on pre-training tasks is retained. Our study shows that with most fine-tuning approaches, the performance on pre-training tasks deteriorates significantly. Therefore, we propose a novel method, Learning-to-Modulate (L2M), that avoids the degradation of learned skills by modulating the information flow of the frozen pre-trained model via a learnable modulation pool. Our method achieves state-of-the-art performance on the Continual-World benchmark, while retaining performance on the pre-training tasks. Finally, to aid future research in this area, we release a dataset encompassing 50 Meta-World and 16 DMControl tasks.

Reinforcement Learning

Qiyang Li, Jason Zhang, Dibya Ghosh, Amy Zhang, Sergey Levine

Learning to solve tasks from a sparse reward signal is a major challenge for standard reinforcement learning (RL) algorithms. However, in the real world, agents rarely need to solve sparse reward tasks entirely from scratch. More often, we might possess prior experience to draw on that provides considerable guidance about which actions and outcomes are possible in the world, which we can use to explore more effectively for new tasks. In this work, we study how prior data without reward labels may be used to guide and accelerate exploration for an agent solving a new sparse reward task. We propose a simple approach that learns a reward model from online experience, labels the unlabeled prior data with optimistic rewards, and then uses it concurrently alongside the online data for downstream policy and critic optimization. This general formula leads to rapid exploration in several challenging sparse-reward domains where tabula rasa exploration is insufficient, including the AntMaze domain, Adroit hand manipulation domain, and a visual simulated robotic manipulation domain. Our results highlight the ease of incorporating unlabeled prior data into existing online RL algorithms, and the (perhaps surprising) effectiveness of doing so.

Deep Learning/Self-Supervised Learning

Mehdi Azabou, Michael Mendelson, Nauman Ahad, Maks Sorokin, Shantanu Thakoor, Carolina Urzay, Eva Dyer

Unconstrained and natural behavior consists of dynamics that are complex and unpredictable, especially when trying to predict what will happen multiple steps into the future. While some success has been found in building representations of animal behavior under constrained or simplified task-based conditions, many of these models cannot be applied to free and naturalistic settings where behavior becomes increasingly hard to model. In this work, we develop a multi-task representation learning model for animal behavior that combines two novel components: (i) an action-prediction objective that aims to predict the distribution of actions over future timesteps, and (ii) a multi-scale architecture that builds separate latent spaces to accommodate short- and long-term dynamics. After demonstrating the ability of the method to build representations of both local and global dynamics in robots in varying environments and terrains, we apply our method to the MABe 2022 Multi-Agent Behavior challenge, where our model ranks first overall on both mice and fly benchmarks. In all of these cases, we show that our model can build representations that capture the many different factors that drive behavior and solve a wide range of downstream tasks.

Houjian Yu, Changhyun Choi

Instance segmentation with unseen objects is a challenging problem in unstructured environments. To solve this problem, we propose a robot learning approach to actively interact with novel objects and collect each object’s training label for further fine-tuning to improve the segmentation model performance, while avoiding the time-consuming process of manually labeling a dataset. Given a cluttered pile of objects, our approach chooses pushing and grasping motions to break the clutter and conducts object-agnostic grasping for which the Singulation-and-Grasping (SaG) policy takes as input the visual observations and imperfect segmentation. We decompose the problem into three subtasks: (1) the object singulation subtask aims to separate the objects from each other, which creates more space that alleviates the difficulty of (2) the collision-free grasping subtask; (3) the mask generation subtask obtains the self-labeled ground truth masks by using an optical flow-based binary classifier and motion cue post-processing for transfer learning. Our system achieves 70% singulation success rate in simulated cluttered scenes. The interactive segmentation of our system achieves 87.8%, 73.9%, and 69.3% average precision for toy blocks, YCB objects in simulation, and real-world novel objects, respectively, which outperforms the compared baselines.

Yuzhe Qin, Yueh-Hua Wu, Shaowei Liu, Hanwen Jiang, Ruihan Yang, Yang Fu, Xiaolong Wang

While in computer vision we have made significant progress on understanding hand-object interactions, it is still very challenging for robots to perform complex dexterous manipulation. In this paper, we propose a new platform and pipeline, DexMV (Dexterous Manipulation from Videos), for imitation learning to bridge the gap between computer vision and robot learning. We design a platform with: (i) a simulation system for complex dexterous manipulation tasks with a multi-finger robot hand and (ii) a computer vision system to record large-scale demonstrations of a human hand conducting the same tasks. In the DexMV pipeline, we couple 3D hand and object pose estimation on the videos with hand motion retargeting algorithm, to extract the hand-object state trajectories. We compare multiple imitation learning and reinforcement learning (RL) algorithms on the manipulation tasks in the simulation. We show that the demonstrations can indeed improve robot learning by a large margin and solve the complex tasks which RL alone cannot solve.

Kai Chen, Rui Cao, Stephen James, Yichuan Li, Yun-Hui Liu, Pieter Abbeel, Qi Dou

6D object pose estimation is important for robotic bin-picking, and serves as a prerequisite for many downstream industrial applications. However, it is burdensome to annotate a customized dataset associated with each specific bin-picking scenario for training pose estimation models. In this paper, we propose an iterative self-training framework for sim-to-real 6D object pose estimation to facilitate cost-effective robotic grasping. Given a bin-picking scenario, we establish a photo-realistic simulator to synthesize abundant virtual data, and use this to train an initial pose estimation network. This network then takes the role of a teacher model, which generates pose predictions for unlabeled real data. With these predictions, we further design a comprehensive adaptive selection scheme to distinguish reliable results, and leverage them as pseudo labels to update a student model for pose estimation on real data. To continuously improve the quality of pseudo labels, we iterate the above steps by taking the trained student model as a new teacher and re-label real data using the refined teacher model. We evaluate our method on a public benchmark and our newly-released dataset, achieving an ADD(-S) improvement of 11.49% and 22.62% respectively. Our method is also able to improve robotic bin-picking success by 19.54%, demonstrating the potential of iterative sim-to-real solutions for robotic applications. Project homepage: www.cse.cuhk.edu.hk/ kaichen/sim2real_pose.html.

Hongtao Wen, Jianhang Yan, Wanli Peng, Yi Sun

Grasp pose estimation is an important issue for robots to interact with the real world. However, most of existing methods require exact 3D object models available beforehand or a large amount of grasp annotations for training. To avoid these problems, we propose TransGrasp, a category-level grasp pose estimation method that predicts grasp poses of a category of objects by labeling only one object instance. Specifically, we perform grasp pose transfer across a category of objects based on their shape correspondences and propose a grasp pose refinement module to further fine-tune grasp pose of grippers so as to ensure successful grasps. Experiments demonstrate the effectiveness of our method on achieving high-quality grasps with the transferred grasp poses. Our code is available at https://github.com/yanjh97/TransGrasp.

Bowen Li, Chen Wang, Pranay Reddy, Seungchan Kim, Sebastian Scherer

Few-shot object detection has attracted increasing attention and rapidly progressed in recent years. However, the requirement of an exhaustive offline fine-tuning stage in existing methods is time-consuming and significantly hinders their usage in online applications such as autonomous exploration of low-power robots. We find that their major limitation is that the little but valuable information from a few support images is not fully exploited. To solve this problem, we propose a brand new architecture, AirDet, and surprisingly find that, by learning class-agnostic relation with the support images in all modules, including cross-scale object proposal network, shots aggregation module, and localization network, AirDet without fine-tuning achieves comparable or even better results than many fine-tuned methods, reaching up to 30-40% improvements. We also present solid results of onboard tests on real-world exploration data from the DARPA Subterranean Challenge, which strongly validate the feasibility of AirDet in robotics. To the best of our knowledge, AirDet is the first feasible few-shot detection method for autonomous exploration of low-power robots. The code and pre-trained models are released at https://github.com/Jaraxxus-Me/AirDet.

Yi Wei, Zibu Wei, Yongming Rao, Jiaxin Li, Jie Zhou, Jiwen Lu

In this paper, we propose the LiDAR Distillation to bridge the domain gap induced by different LiDAR beams for 3D object detection. In many real-world applications, the LiDAR points used by mass-produced robots and vehicles usually have fewer beams than that in large-scale public datasets. Moreover, as the LiDARs are upgraded to other product models with different beam amount, it becomes challenging to utilize the labeled data captured by previous versions’ high-resolution sensors. Despite the recent progress on domain adaptive 3D detection, most methods struggle to eliminate the beam-induced domain gap. We find that it is essential to align the point cloud density of the source domain with that of the target domain during the training process. Inspired by this discovery, we propose a progressive framework to mitigate the beam-induced domain shift. In each iteration, we first generate low-beam pseudo LiDAR by downsampling the high-beam point clouds. Then the teacher-student framework is employed to distill rich information from the data with more beams. Extensive experiments on Waymo, nuScenes and KITTI datasets with three different LiDAR-based detectors demonstrate the effectiveness of our LiDAR Distillation. Notably, our approach does not increase any additional computation cost for inference. Code is available at https://github.com/weiyithu/LiDAR-Distillation.

Marah Halawa, Olaf Hellwich, Pia Bideau

Trajectory prediction is an essential task for successful human robot interaction, such as in autonomous driving. In this work, we address the problem of predicting future pedestrian trajectories in a first person view setting with a moving camera. To that end, we propose a novel action-based contrastive learning loss, that utilizes pedestrian action information to improve the learned trajectory embeddings. The fundamental idea behind this new loss is that trajectories of pedestrians performing the same action should be closer to each other in the feature space than the trajectories of pedestrians with significantly different actions. In other words, we argue that behavioral information about pedestrian action influences their future trajectory. Furthermore, we introduce a novel sampling strategy for trajectories that is able to effectively increase negative and positive contrastive samples. Additional synthetic trajectory samples are generated using a trained Conditional Variational Autoencoder (CVAE), which is at the core of several models developed for trajectory prediction. Results show that our proposed contrastive framework employs contextual information about pedestrian behavior, i.e. action, effectively, and it learns a better trajectory representation. Thus, integrating the proposed contrastive framework within a trajectory prediction model improves its results and outperforms state-of-the-art methods on three trajectory prediction benchmarks.

Zimin Xia, Olaf Booij, Marco Manfredi, Julian F. P. Kooij

This work addresses visual cross-view metric localization for outdoor robotics. Given a ground-level color image and a satellite patch that contains the local surroundings, the task is to identify the location of the ground camera within the satellite patch. Related work addressed this task for range-sensors (LiDAR, Radar), but for vision, only as a secondary regression step after an initial cross-view image retrieval step. Since the local satellite patch could also be retrieved through any rough localization prior (e.g. from GPS/GNSS, temporal filtering), we drop the image retrieval objective and focus on the metric localization only. We devise a novel network architecture with denser satellite descriptors, similarity matching at the bottleneck (rather than at the output as in image retrieval), and a dense spatial distribution as output to capture multi-modal localization ambiguities. We compare against a state-of-the-art regression baseline that uses global image descriptors. Quantitative and qualitative experimental results on the recently proposed VIGOR and the Oxford RobotCar datasets validate our design. The produced probabilities are correlated with localization accuracy, and can even be used to roughly estimate the ground camera’s heading when its orientation is unknown. Overall, our method reduces the median metric localization error by 51%, 37%, and 28% compared to the state-of-the-art when generalizing respectively in the same area, across areas, and across time.